Not to get too off topic, but one of the easiest ways of dispatching infantry is running/trampling over them after they have used up their actions and moves. Good with horses, tanks, apcs, even jeeps and cars!

Also, some thoughts I wanted to share:When I first started playing I went really deep into the CC system and found it amazing how technical you could get with appropriate striking ranges, angry inches, knocking weapons out of each others hands, counters, parry, parry riposte, shoving, multiple weapons, ganging up, charges, weapon lengths etc. And I found that this made CC very interesting with a couple of minifigs. But then when I started doing larger battles I tried to do the same when two large groups of minifigs attacked each other and I soon found myself overwhelmed in keeping track of actions, counters, counters to counters and damage and it always took FOR EVER. This was huge mistake I made and it wasn't until later that I realized that the 2005 squad rules where there to extremely simplify combat between large groups of minifigs. Although I still think the 2005 squad rules are lacking a lot, they do have their uses.

TL;DR: Don't micro-manage when dealing with large groups of minifigs. Use the squad rules instead although I think they suck.

It'd also be nice if there were rules for disarming minifigs who are Disrupted and helpless, but I haven't thought of anything clever yet. Classic action-movie trope though, kicking the gun or sword or knife away after knocking a guy down.

It's true, and that was my first plan, but then the game just turns into an unarmed Disruption-fest instead of armed units trying to kill each other.

I want it to be easy and straightforward enough to use it on enemy minifigs that can't easily be killed outright (Armored ones in particular), but have enough of a cost that you won't do it by default and slow the game to a crawl because everyone's chasing after their kicked-away weapons.

Even something as simple as giving it an Action cost might be enough to tip the scale.